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Author Topic: Elizabeth Hastings (Avenging Angel)  (Read 18477 times)

Sethaniel

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Elizabeth Hastings (Avenging Angel)
« on: May 21, 2016, 10:34:50 am »


Elizabeth Hastings (Avenging Angel)
Experience: 0/24 Arcane: 0/0

Health 8
[  ][  ][  ][  ][  ][  ][  ][  ][  ][  ][  ][  ]

Willpower 5
[X][X][X][X][X][  ][  ][  ][  ][  ]

Mana (Max 10/1 per round)
[X][X][X][X][X][X][X][  ][  ][  ]
[  ][  ][  ][  ][  ][  ][  ][  ][  ][  ]

Gnosis 1

Size: 5
Defense: 2
Perception: 3
Initiative Mod: 3
Speed: 8

Attacks
Unarmed Strike: Damage 0(B)

Armor
none

Protective Spells
none

Spells Cast Upon Self (Spell Tolerance 3)
none

Active Spells (Max 4)
none

Dedicated Magical Tool
XX

Acana Based Tools
XX

Enchanted Items
none

Equipment Carried
Messenger bag with mace, taser, various paperbacks, cell phone, penlight, magnifying glass

Penalties
XX

Benefits
XX
« Last Edit: August 19, 2016, 05:25:47 pm by BerkaZerka »
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Sethaniel

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Re: Elizabeth Hastings (Avenging Angel)
« Reply #1 on: May 21, 2016, 10:39:09 am »

Elizabeth Hastings (Avenging Angel)
Chronicle: Disciples

Calling: Avenging Angle
Steward: The Ministering Angel Sarapheen
Mission: North America Region East
Past Life: University Librarian
Virtue: Honesty
Vice: Wrath
Integrity: 7
Derangements: Vocalization
Languages: English

Mental Attributes [5]
Physical Attributes [3]
Social Attributes [4]
Intelligence
3
Strength
1
Presence
4
~Power
Wits
2
Dexterity
2
Manipulation
2
~Finesse
Resolve
4
Stamina
3
Composure
1
~Resistance
Mental Skills [11]
Physical Skills [7]
Social Skills [4]
Academics
5
Athletics
3*
Animal Ken
-1
Computer
3
Brawl
4
Empathy
-1
Crafts
-3
Drive
-1
Expression
-1
Investigation
-3
Firearms
-1
Intimidation
4*
Medicine
1*
Larceny
-1
Persuasion
-1
Occult
1
Stealth
-1
Socialize
-1
Politics
-3
Survival
-1
Streetwise
-1
Science
-3
Weaponry
-1
Subterfuge
-1

Specialties
Academics (languages); Academics (research); Brawl (self-defense)

Arcana (Ruling Arcana: Forces/Prime; Inferior Arcana: Death)
Death 0; Fate 0; Forces 0; Life 0; Matter 0; Mind 0; Prime 0; Space 0; Spirit 0; Time 0

Rotes (*Rote Specialties: Athletics, Intimidation, & Medicine)
Name: Dice Pool

Merits
~Lingua Intelligentia ●
~Mentor (Sarapheen) ●●●●
~Mentor (Jarome) ●●●●●
~Natural Immunity ●
~Slow Aging ●●●●●
Eidetic Memory ●●
Encyclopedic Knowledge ●●●●
Contacts (University) ●

Flaws
Derangement (Vocalization)

Assets of Note (not typically carried on person)
Studio apartment, computer, eclectic library
« Last Edit: August 20, 2016, 06:22:24 pm by BerkaZerka »
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Sethaniel

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Re: Elizabeth Hastings (Avenging Angel)
« Reply #2 on: May 21, 2016, 10:39:22 am »

Nimbus
XX

Physical Description
5'8"
Slightly-longer-than-shoulder-length red hair, usually tied back in a ponytail.
Glasses

History
Elizabeth has lived in Michigan all her life.

Attended Ladywood High School, a private all-girls Catholic school, where she participated in cross-country, swimming, and debate.

Despite repeated assurances from their parents that they are, in fact, siblings, Elizabeth and Julian continue to believe one of them must have been switched at birth.

Elizabeth is actually rather lonely, but doesn't even know it.  She doesn't have many friends at work, other than Brendan, and her social life is basically "taking self-defense classes".

Julian hangs out with her because it's easier than not hanging out with her. His girlfriend, Lacey, finds Elizabeth awkward and socially inept.  She likes to say Elizabeth is the only person she's ever met that she couldn't find anything to talk about with.

Brendan is a frequent visitor to the research library, and always makes time for conversation with Elizabeth.  She's smart, well-read, and not afraid to say what she thinks.  Unlike most people, he manages not to be insulted by her apparent inability to have a thought she doesn't immediately vocalize.  She has a tiny bit of a crush on him, but knows it's hopeless.  She's seen his girlfriend.

---

Words Can Never Hurt Me (Elizabeth Hastings Prolog)
« Last Edit: August 11, 2016, 04:28:32 pm by BerkaZerka »
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Sethaniel

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Re: Elizabeth Hastings (Avenging Angel)
« Reply #3 on: May 21, 2016, 10:39:30 am »

Allies
XX

Etc . . .
« Last Edit: August 11, 2016, 04:10:29 pm by BerkaZerka »
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BerkaZerka

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Re: Elizabeth Hastings (Avenging Angel)
« Reply #4 on: August 11, 2016, 04:30:25 pm »

XP Bumps
XX
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BerkaZerka

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Re: Elizabeth Hastings (Avenging Angel)
« Reply #5 on: August 11, 2016, 10:47:36 pm »

Seth, please note that I'm not trying to push you to get to this before we finish Elizabeth's Prolog. I'm just copy/pasting it into all the PC threads now, so it is there when players are ready to get to it.  :)

---

OK All, to finalize the initial template application (not including XP, which will come later), each player must do the following:

1) Choose Arcana_
Arcana
All the phenomena of the universe can be described by the actions of 10 different principles or elements — the Arcana, the secrets of Creation. The practice of the Arcana is the study of the Mysteries, the truth behind the illusions of the world.

A character gains 2 dots in one Arcanum, 2 dots in a second Arcanum, and 1 dot in a third Arcanum. Two of these Arcana must be his Path’s Ruling Arcana (see below). Finally, the character gains 1 additional to be placed anywhere. He can use this dot to learn a fourth Arcanum or to improve one of his three existing Arcana.

Death: Ghosts, decay and the Underworld.
.
Fate: Luck, chance, oaths and curses.
.
Forces: Fire, gravity, storm — energy in all its material forms.
.
Life: Power over the organic world of plants, animals and even humans.
.
Matter: Stone, metal, plastic — all the inorganic material substances.
.
Mind: The power to read and control thoughts and emotions.
.
Prime: Magic itself — Mana, illusions and enchantment.
.
Spirit: Communication with and control of spirits.
.
Space: Command of distance and space: teleportation and scrying.
.
Time: Clairvoyance of the past, divination of the future, and control over the passage of time.

Calling | Ruling Arcana | Inferior Arcanum
Guardian Angel
Time/Fate
Forces
Spirit Warden
Spirit/Mind
Matter
Angel of Death
Matter/Death
Spirit
Avenging Angel
Forces/Prime
Death
Ministering Angel
Life/Space
Mind

2) Choose Rotes_
Rotes
Spend 6 dots on rotes (see each spell thread). A rote’s rating is equal to the highest Arcanum dots needed to cast it. The character can choose rotes from any of his Arcana, although no rote can be rated higher than the character’s dots in that Arcanum. For example, if he has Mind 3, Space 2 and Forces 1, he could choose one Mind 3 rote, one Space 2 rote, and one Forces 1 rote. Alternatively, he could choose three Mind 2 and/or Space 2 rotes, or two 2-dot rotes and two 1- dot rotes, or six 1-dot rotes, from Mind, Space or Forces in any combination.

3) Choose Dedicated Magical Tool & Arcana-based Tools_
Magical Tools
While Disciples can work magic with but a thought, it’s harder to seamlessly impose Supernal realty on Fallen reality without some means of focusing the Will. This involves a tool that gives a Disciple a better degree of sympathy to his Calling.

Calling Tools
Each Calling has a number of associated tools of magic the Disciple can choose from to Dedicate as a focus of his magical Will.

Guardian Angel
Bow; Golden Circlet; Electrum Mirror; Harp; Shepard’s Crook; Shield; White Cotton Cloth

Spirit Warden
Secular or Religious Badge of Authority; Iron Keys on Ring; Labyrinth/Celtic Knots/Spirals (etched or carved onto smooth stone rod); Priest Collar/Judges Robes; Sword; Whip or Scourge

Angel of Death
Black Leather; Dark Hood/Cloak/Long Coat; Iron Lantern; Lead Coin; Scythe; Skull; Spear; Sword

Avenging Angel
Breastplate; Helmet; Mace; Silver Circlet; Spear; Sword; Symbols/Words (written during casting)

Ministering Angel
Book/Scroll/Tablet/Plate; Gold, Silver, or Electrum Cup; Harp; Infinity Ring (carved jade, soapstone, or hematite); Ivory Key; Silver Mirror; Sling; Trumpet

Arcana Tools
As with order tools, there are special tools a mage can use to help focus his will when using an Arcanum. Some suggestions are provided below. The Storyteller can allow other tools, as long as they represent the theme of the Arcanum used.

Death: Bones, shroud, today’s obituary column, Ouija board (the mage must use the planchette during casting)
Fate: Playing cards or dice (the mage must draw or reveal a card or roll the dice during casting)
Forces: Battery, flashlight, taser gun, magnet
Life: Blood (freshly drawn; does not need to be dedicated), prominent tattoo, flowers (freshly picked; does not need to be dedicated)
Matter: Precious metals, rare isotopes
Mind: Rorschach inkblot, crossword puzzle, personal diary
Prime: Precious gemstones, pure crystal
Space: Ruler, tape measure, wheel, sextant, mathematical equation, compass
Spirit: Drum, rattle, flute, animal token (tooth, claw, feather or pelt), pentagram
Time: Clocks, watches, hourglass

Dedicating Tools
A magical tool must be dedicated to the purpose of spellcasting by a Disciple. He cannot just pick up any old item to use as a focus; he must attune his chosen tool to his own aura. A Disciple cannot have more than one dedicated Calling tool. Magic is not an assembly-line process. He can, however, have one dedicated Arcanum tool for use with each Arcanum; each tool can only be used with the Arcanum to which it is dedicated.

Should a Disciple lose or break his dedicated magical tool, he can perform a dedication ceremony on a similar tool. This involves a short meditation upon a new tool as he holds it or is within close proximity to it. This ceremony is an extended action using Gnosis + Composure. It requires five accumulated successes, and 10 minutes is spent per roll. Most Disciple advise purifying the item with incense or smoke, anointing it with oil, or at least doing a full diagnostic check on it before proceeding.

4) Choose the Caracter's Nimbus_
Nimbus
A mage’s Path colors the aura of his magic. Every time he casts vulgar magic, his nimbus blooms forth, creating subtle effects unique to his Path. This nimbus and its effects are visible to only those beings endowed with some means of perceiving magic, such as Mage Sight. Sleepers go oblivious.

Whenever your character casts vulgar magic, describe how his nimbus appears, based on the suggestions presented with each Path’s description. You should add individual touches to your character’s personal nimbus, so that his uniqueness can be seen in his magic. If the Storyteller feels you are not providing the right sort of dramatic feel for the moment, he can suggest a nimbus for your character.

Uncloaking the Nimbus
A mage can intentionally reveal his nimbus to others, even those without Mage Sight. If a reflexive Composure + Occult roll succeeds, his nimbus becomes visible in a subtle way for that turn. This roll can accompany an instant Social action, such as an Intimidation or Expression roll. At the Storyteller’s discretion, successes on the uncloaking roll might add dice to the accompanying instant action, or even an action that takes place in the following turn. The mage can uncloak his nimbus this way only once per scene. Successive attempts can be made, but they cost one Mana each, whether or not the roll succeeds, and they suffer the usual penalties for successive attempts (see p. 132 in the World of Darkness Rulebook).

An uncloaked nimbus is not as strong as the nimbus that accompanies spellcasting. It is subtle, less obviously magical. It might be a matter of shadows appearing for one moment where there should be none (but they lasted long enough to boost an Intimidation Skill roll made for the mage). The sun might seem to come out from behind the clouds for a moment and bathe the mage in a radiant glow (boosting his player’s Persuasion or Socialize roll). Faint, distant animal howls or human screams might be heard, seeming to come from the direction of the mage, but they last only a second or two (onlookers are rattled enough that the mage boosts his Intimidation Skill roll).

Sometimes, a mage cannot contain his nimbus. It might blossom forth to awe or scare onlookers. Whenever a mage engages his Vice (i.e., he gains a Willpower point from his Vice), a reflexive Composure + Occult roll is made. If it succeeds, the mage’s nimbus remains cloaked. If it fails, his nimbus is visible for a turn, which might adversely affect the mage’s Social rolls (– 1 die) with any onlookers for the next scene. He’s really freaked them out. When he enacts his Virtue (i.e., gains Willpower from his Virtue), another roll is made, although a failure (uncloaking the nimbus for a turn) might make the mage seem saintly or angelic to onlookers.

5) Choose whether to Adopt a Supernal Name_
Disciples and mages rarely use their given names among other willworkers. It presents a means of magical sympathy to enemies (it’s harder to work magic at a range against mages whose names you don’t know), and a means for them to track down family or bank records. If identity theft is a potential problem for most Sleepers, it’s a dire problem for mages. For these reasons, Disciples adopt a "Supernal Name", while sorcerers and witches use a “shadow name,” a moniker or call name by which others address them and which they use in their magical work.

The variety of Supernal and shadow names and the schemes for devising them are endless. Generally, a Disciple or mage takes a name (or accepts one from his mentor) that is important to him, representing a concept, person, place or event that gives him strength, hope and resolve — “Aurora” for the dawn, “Gray Fox” for an animal totem, “Ten Thunders” for strength. It might be an endearing term used by a mentor, representing an achievement of note or a failure from which your character learned a lot — “Grasshopper” (of course), “Arctos” the little bear, “Glorianna” the little princess. The shadow name is often a foreign word in Latin, Greek, Egyptian, Persian or some other ancient tongue — “Avesta” the eternal flame, “Valetudo” the healthy. Some mages are not above naming themselves after great philosophers, gods, heroes or even monsters — “Zeno” the Greek philosopher renowned for his paradox, “Hecate” the witch, “Tlaloc” Aztec lord of the waters. Some even create “fantasy” names like those in novels.

As part of his initiation into an order, a mage is expected to present his shadow name. Even apostates adopt shadow names to protect themselves from sympathetic magical assault.

---

Prolog XP
Everyone gets 24 XP - But... it has restrictions on how it can be spent this time, as follows:

1) You must use XP to bump an Attribute this time
2) The rest may be saved or spent ONLY FOR
  • Skills
  • Skill Specialties
  • Arcana (currently 3 is as high as you can go with each one)
  • Merits/Sub-Merits (Note that you will be inheriting a Sanctum, Hallow, & Library in the next adventure)

« Last Edit: October 31, 2017, 04:15:06 pm by BerkaZerka »
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